715 Commits over 730 Days - 0.04cph!
fix viewmodels disappearing when switching back to BRP with RRP being initially enabled on game launch
cherry pick DefaultVolumeProfile change, fix for deep sea color grading in RRP
fix missing HSVRemap from DefaultVolumeProfile
merge from render_pipeline_testing
merge from render_pipeline_testing (water fixes)
fix stutter in underwater color grading transition
keep rendering water in underwater labs since the moonpool is there
merge from render_pipeline_testing
Implement color grading curves in RRP, fixes deep sea color grading difference between BRP and RRP
don't render water or volumetric clouds when underground
disable cloud reprojection when rendering workshop icons/images
force update water reflection probe when dragging time slider in workshop editor
merge from render_pipeline_testing
fix atmosphere volume NREs for reals
merge from render_pipeline_testing
avoid atmosphere volume NRE
merge from render_pipeline_testing
fix missing underwater color grading in RRP
merge from render_pipeline_testing
set up proper renderer data for stone sculpture painting scene
merge from render_pipeline_testing
fix atmosphere fog not working if game was launched with RRP enabled
merge from render_pipeline_testing
fix player eyes in player preview applying fog from the main camera render in RRP
merge from render_pipeline_testing
work around weird skinviewer viewmodel errors
merge from render_pipeline_testing
Fix black paintballs in third person in RRP
respect water layer toggle in RRP
merge from render_pipeline_testing
fix underwater bubbles not working in RRP
merge from render_pipeline_testing
fix regression with water drop shader refraction in BRP
add admin convar to scale density of global atmophere fog
fix saturation difference in RRP due to incorrectly placed sharpen filter
merge from render_pipeline_testing
fix RRP having been force default enabled
merge from render_pipeline_testing (various fixes)
don't do RRP motion blur outside play mode or in non-game view
fix water caustics and contact shadows not working with deferred+ in RRP
fix glass AR refraction blurring being screen resolution dependent
merge from render_pipeline_testing